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{{2 Column Flex|flex1=9|flex2=1|reverse=yes|content1={{SDBZ Character Subnav|char=Android 16|short=A16}} | |||
<div style="padding: 0px 5px; margin-top:-15px;"> | |||
= Introduction = | == Introduction == | ||
brief introduction to what the character broadly does, what role they excel at, and what they aren't so good at. i.e. | |||
'''Android 16''' is a character with tools designed to kill Goku | |||
{{Content Box|content= | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = [[File:sdbz 16 mini.png|25px]] '''Android 16''' is a character who kills Goku | ||
| pros = | | pros = | ||
* TBD | * TBD | ||
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* TBD | * TBD | ||
* TBD | * TBD | ||
}} | |||
}} | |||
</div> | |||
|content2= | |||
{{Content Box|content= | |||
<center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:sdbz portrait 16.png|x600px]]</div></center> | |||
}} | |||
<div style="display:flex;flex-direction: column; margin: 5px;"> | |||
{{TOClimit|4}} | |||
</div> | |||
}} | }} | ||
= | == Base Moves == | ||
=== Normal Moves === | |||
= | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
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== Special Moves == | === Special Moves === | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
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== Super Moves == | === Super Moves === | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
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}} | }} | ||
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{{Navbox-SDBZ}} | {{Navbox-SDBZ}} | ||
[[Category:Super Dragonball Z]] | [[Category:Super Dragonball Z]] |
Latest revision as of 09:37, 6 May 2022
Base Moves
Normal Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
L is safe, making it useful for tick throws. L and LL are bufferable. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | - | |
H is safe if spaced properly. H can only be super canceled. Kara canceling H gives more reach than anything else. H is easily used as a meaty. |
Special Moves
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
move description | |||||||
H | - | - | - | - | - | ||
The H version of Rocket Punch has 5 hits so it will penetrate most projectiles. However, it has no tracking so it should primarily be used defensively. |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
Mega Tackle is invincible to ki attacks as soon as the move is activated, making it a great reversal in certain situations. If you slam an opponent into a wall with it, they will be stunned, even without the Wall Smash skill. It's laggy, so be careful. | |||||||
H | - | - | - | - | - | ||
H version travels further than the L version. |
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
You can use the splash for ambiguous crossups, but it drains your action. The risk-reward on this move is heavily in your opponent's favor because it doesn't even do 20% if it works, while your opponent gets a free launcher if it's blocked. They even have frame advantage after getting hit if they flip forward. Use sparingly. |
Version | Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|---|
L | - | - | - | - | - | ||
Evolution Buster grows stronger the first 3 times it's used, then repeats the cycle. The L version is faster than the H version. | |||||||
H | - | - | - | - | - | ||
The H version has better range than the L version. |
Super Moves
Damage | Startup | Active | Recovery | Frame Adv | Cancel | Wall Smash |
---|---|---|---|---|---|---|
- | - | - | - | - | ||
A blocked Hell Flash pins your opponent for a launch/dash up throw mixup. |